[b][red]This message was edited by the brewski at 2002-6-23 0:7:8[/red][/b][hr][b][red]This message was edited by the brewski at 2002-6-23 0:4:59[/red][/b][hr][b][red]This message was edited by the brewski at 2002-6-23 0:2:14[/red][/b][hr]: i mean source code sharing is a very good idea. but what do i need it: for if i cant undestand the source?: so if there is someone who can explain the effect to me, please reply.: : : : : : : I haven't compiled it, so I couldn't tell you but I do have two other great tunnel programs (I don't have the sources, though).: : : : Hi AngelusMortis!

I can explain what I remember of how this kind of effect is working, with some c-code, hopethat's ok. Lots of look up tables:

One that precalculates a texture which is 256x256 pixels large.In this case, by xor'ing in a loop, produces an image with squares.This texture is where pixels or texels will be fetched from later.In c code would be:

Next, precalculate the u and v buffers.In the source there's one 64k segment for the u's, and another one for the v's.These buffers contains memory offsets which points to the texture-segment.For every coordinate position on screen there's a corresponding offset where to fetch the texel in the texture-buffer.So these buffers equals the size of the screen, 320x200.The u's contains offsets for the x-coordinates.The v's contains offsets for the y-coordinates.So in the render loop, ( tAnimate-label in the asm-source) something like:

Pipelining is like having a few mini-processors in one that do jobs in parallel to speed up the whole machine considerably. There is one catch, though: they must do jobs that don't require the result of another that's in another pipeline or else you'll have a pipeline stall and lose some speed in the process. There are many ways to prevent pipeline stalls and they can differ between processors. I'd rather not explain it because this guide does much better than I would be able to and more: http://www.programmersheaven.com/file.asp?FileID=6344